Recovered materials versus sale value

Fell & Sell Deconstruct or Sell Calculator

Compare Fell & Sell item sale value with recovered materials using your own quantities and values. Keep crafting need separate from the monetary result.

Player-input tool · Not an official game formula

Reviewed 2026-09-19 · Ver. 1.4.3 named baseline · September 18 public update

Enter your recovery values

Your current observed sale value for the whole item.
Recovered material 1

Use quantities visible in your game or already observed. The tool never estimates salvage rates. Inputs are not saved on reload.

Your comparison

Complete the item and material values to compare both options.

Compare the gold and material sides of a spare item

Use this comparison when an unwanted item could either produce sale income or recover materials for a named craft. Enter the whole item’s current sale value, then each material’s actual recovered quantity and your chosen value per unit. The monetary result is the sum of quantity × unit value, shown separately from your need for those materials.

When to use it

  • Compare an observed recovery preview with the item’s current sale opportunity.
  • Account for more than one recovered material without assuming a common salvage rate.
  • Make the gold you give up for scarce crafting inputs visible.

Current-build context

Item deconstruction arrived with the September 4 Shop Update, which also adjusted market values and furniture recipes. Ver. 1.4.3 fixed furniture price stacking. The public September 18 Dungeon Update documented weapon and armor upgrades up to +3 using basic resources and Unholy Skulls; that can change your personal need for resources, but does not supply salvage percentages.

Named patch baseline: Ver. 1.4.3. Newer public bulletin: Dungeon Update, September 18, 2026. Official-source review: September 19, 2026. Check the dated update history.

Worked example — hypothetical numbers

Hypothetical example: a spare item could sell for 120 gold. You observe recovery of 3 units valued at 20 gold each and 2 units valued at 10 gold each. Recovery is 80 gold, so sale is ahead by 40 gold. If material need is 4/5 and replacement difficulty is 3/5, the tool suggests considering deconstruction while still showing the 40-gold tradeoff.

How to interpret the result

The 4/5 need and 3/5 replacement thresholds are editorial decision rules, not game mechanics. They do not create a monetary bonus. An entered replacement value is also not a promise that materials can immediately be sold for that amount. Check the item’s equipment or quest purpose before acting.

Frequently asked questions

Does the tool know how many materials I will recover?

No. Enter a quantity shown by your game or measured in your playthrough. No salvage rate, recipe return or hidden coefficient is assumed.

Can a material need override the monetary result?

The recommendation can flag a strong need, but the monetary comparison stays visible and unchanged. Need of at least 4/5 plus replacement difficulty of at least 3/5 triggers that subjective prompt.

Does it include the value of using the equipment?

No. It compares selling and material recovery. If the item is still useful as equipment, reserve it first or use the broader sell-or-keep tool.

Related guides and next steps

Evidence and model limits

Official announcements support the game changes described here. Input values, forecasts and decision scores are supplied by you or explicitly identified as editorial examples. Hidden price coefficients, drop rates and salvage percentages are not assumed.